Go Faster is an action minigame with an infinite world and randomly generated terrain. It seems all my games are insanely difficult and this one is no different - it's very fast-paced.
[Sorry, link broken] Play the game on the Scirra Arcade!
I had two goals when developing this game - To use an infinite randomly generated world with a decent algorithm, and to get a relatively fun meat-boy like wall-jumping mechanic working. I think I got both down very nicely (Credit for the infinite world part goes entirely to R0J0hound!)
Also, I'm releasing the capx so beginners can learn from it! It should fit all the restrictions of the free version so everyone can benefit.
Here's the capx!
Enjoy! I am attempting to get high scores working, so hopefully they should be up soon.
Epic ! The game you showed me few months ago took form :D ...
Where mah credit ?
I spawned in a cave with no exit lol
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Really great work! That game with better graphics and more variety of traps can be epic! <img src="smileys/smiley14.gif" border="0" align="middle" />
Kuso , heh, yeah, it's only really meant to be an experimental game - and I am terrible at art!
Even with simple graphics (like Meat Boy), that could be great! <img src="smileys/smiley36.gif" border="0" align="middle" />
Nice. Do you know what the numbers under the high scores mean? Like -492 slower, 8 quicker, etc.
ramones I didn't implement those but I guess it means the score you have relative to other's scores.
This game has a really nice - one more turn - effect. Nice concept.
Fun game; I liked the simple concept of just travelling as far as you can. The randomly generated levels help make the game more challenging
Great game man! Simple and fun.
Neat concept! Way to make the player identify with a giant pixel =)
Thanks for share!
sqiddster Congratulations, this is fantastic!I looked at the game .capx but i can't understand where you do the "cleaning" of the array to make those organic platforms that never blocks the player path.Can you point me in the right direction?
cesisco all the world generation code is in one group - it's called 'world generation' or something.
Basically, I resize a grid of random noise with bilinear (smooth) filtering, then threshold it to black and white. The reason it never blocks the player is because the threshold favors white more than black - this is controlled by a variable (forget what it's called).